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Making Custom Grenade, Noob, Please Help


belowturistas

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Hi everyone! total noob opening statement: I have no problem doing my own research, prefer it, but after a night and a day this is getting annoying...and reluctantly am reaching out.

 

note I've taken

https://forums.nexusmods.com/index.php?/topic/96431-new-to-geck-modding-look-here-please/

 

and

http://geck.bethsoft.com/index.php?title=Main_Page

 

very seriously, though a more succinct GECK API document would be nice.

I only mention this because, like it says in new-t-geck-modding, people stop helping themselves, which I don't get. you learn a lot of other things along the way, plus lead dev is just going to ask you if you've looked on the wiki, then ask if you've asked anyone else ; p i'm looking at you, Dmitry!

 

that said:

dude why is it when i go to select texture/model it only shows for the mods i have installed?

do i need to extract the resources from the main fallout3 esm? are they only available unpacked?

 

I can clearly see the WeapGrenadeFrag paths:

 

Weapons\1handGrenadeThrow\GrenadeFrag.NIF

Interface\Icons\PipboyImages_small\Weapons_small\glow_weapons_frag_grenade.dds

Interface\Icons\PipboyImages\Weapons\weapons_frag_grenade.dds

 

but when I go to add it to my custom grenade, my options are ONLY what I believe are mod resources (which I assume are available because the resource exists outside of the esm...? )

 

The reason I don't simply extract and place the resources in a folder is I really can't imagine that having selected fallout3.esm and my esp, that the fallout3.esm resources are unavailable.

 

this would mean each esp would have redundant data, increasing load times and using extra memory for no reason. that's why some of the dependence on the main esm would exist, if i'm not mistaken. shared resources.

 

looking forward to releasing a first mod! love Bethesda, Fallout 3, it all started when I got hooked on Daggerfall, and now i really want to start producing content.

 

Thanks for your help, please let me know if I'm asking the wrong questions in the wrong place!

 

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ok ignorance revealed number 1

 

http://www.gamesas.com/how-unpack-esm-t41161.html

 

A .esm is not an archive. There are no files inside of it.

 

Yea the esm can be viewed in the GECK, but it just tells the game what everthing is. Any actual files that go with the esm would have been downloaded with it.

 

and it looks like the last post is what I suspected...it would be redundant.

 

esm is masterfile, can be viewed in geck but not changed. not neccesarely needed to add a esp with it for gameplay. some mod's have only bsa and esm.
however if you want parts of it used in another mod then you can copy/rename them into a new esp.
remember that this esp is always depending on the esm. so if you don't have plans for major changings i suggest to not make parts of it in a esp. it would only result in another mod loaded. http://www.gamesas.com/images/smilies/icon_e_smile.gif

 

Edit* I'll get there! it's just a matter of time and research.

 

EditEdit* YAY thanks Riain!

 

GECK / Items - How to change item effects/stats.

Edited by belowturistas
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Yes you need to unpack the BSA ... using this http://www.nexusmods.com/fallout3/mods/34/?

 

Unpack the pertinent one ... then navigate finding the file you want. Then extract that only , not the whole archive.

It will also preserve the folder structure it is found in , so just drop that whole gig in your Data.

Then you go in the geck and find it. After you have saved the .esp with the new mesh re-assignment.

You can actually delete the file from the loose folder ... and your .esp will now just read it from the archive if you preserved the folder structure.

 

Sorry , but that's the way you have to do it. I guess because the geck can't unzip , not sure ?

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thanks Mktavish! I spent until around 4am last night going through the API, reading tutorials, etc...

 

that's good to know about deleting from loose, I hadn't come across that information, but it makes sense it would pack it.

 

so far so good :D

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thanks Mktavish! I spent until around 4am last night going through the API, reading tutorials, etc...

 

that's good to know about deleting from loose, I hadn't come across that information, but it makes sense it would pack it.

 

so far so good :D

 

Well technically it's not repacking it. The .esp entry now has a new path to follow ... And the game engine seems to have no problems looking inside the archives like the geck does.

 

But glad it's working for ya. That tid bit of info about the loose folders , I just learned myself from uhmattbravo.

Edited by Mktavish
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